Some Bugs Spotted

Post » Wed Nov 05, 2008 10:28 am

Small list of bugs I found.

1. The enemies seem to like the walls as they constantly walk into them and don't stop every now and then.

2. They also sometimes glitch part of their body through them. Sometimes actually going through it.

3. Saw some aliens hovering a couple feet over the ground in the mission where you are **Spoiler** contacted by hargreaves (Can't remember how to spell it atm.)

4. **Spoiler** When you get hit out of the helicopter while you're being extracted by the cell and your suit is "Powering up" it seemed to keep going over the part where the alien drop pods fall multiple times.

5. (?) Sometimes the bullet tracers curve? Don't really know exactly but it looked like it.
User avatar
Harry Leon
 
Posts: 3381
Joined: Tue Jun 12, 2007 3:53 am

Post » Wed Nov 05, 2008 9:12 pm

#5: WANTED!~!!
User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Wed Nov 05, 2008 6:06 pm

haha wanted

AI is being retarded ... Cevat Yerli said himself that AI was most sophisticated ever in video games ... well I guess it is going a little nuts now ...
User avatar
Bethany Watkin
 
Posts: 3445
Joined: Sun Jul 23, 2006 4:13 pm

Post » Wed Nov 05, 2008 7:16 pm

not sure if its just me, but my sounds goes crazy at times while playing.
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Wed Nov 05, 2008 5:45 pm

Xbox 360 1080p HDMI
1. Enemy NPCs collide with obstacles/geometry and make a grunting noise as if being attacked (LMAO like Duke Nukem? Where is it?")
2. Enemy Ragdolls and other physics based objects such as Tires bobbing through floor geometry.
3. Random framerate drops, but thankfully no screen-tearing (Sudden Impact level)
4. Random NPC enemy will die when patrolling (Dies on its own, I did not shoot it, nor did they it know I was nearby)
These are what I experienced in the campaign so far.

User avatar
krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Wed Nov 05, 2008 3:27 pm

The AI is amazing but i did catch a few mistakes. LOL. I am sure we'll get patches. I seen only like maybe 3 bugs so far and that's it. They did a great job on it. I still think it's funny how i threw the alien against the wall and yet his feet was sticking inside the wall towards me. Was funny. Should have done a screenie.
User avatar
Louise Andrew
 
Posts: 3333
Joined: Mon Nov 27, 2006 8:01 am

Post » Wed Nov 05, 2008 9:57 pm

Xbox 360 1080p HDMI
FDR driving segment, after retrieving a APC and blowing through the wall:
1.Immediately after going through the wall, if you shoot the support columns of the highway, rockets do not detonate/no explosions (Rockets disappear into the broken support beams of the Highway).
2.Depth of Field bug whereby driving though the tunnel while in-vehicle or on foot the screen becomes blurred until a nearby flash or explosion causes a depth of field change.
3.Rocket flight animations stutter when fired from the APC vehicle randomly throughout the FDR Tunnel Driving Segment.
4.Some textures jitter on the street asphalt and metal flooring of the enemy structures (Checkpoint/Sandbag structure)

Lab Rat level:
1.Enemies awareness level is Full Red, their Radio Comms announce your in the area yet A.I. resumes normal patrol and does not take defensive stances or animations. (They continue their normal patrol animations despite acknowledging your visible)
2.Head-shots on a Enemy while on a vehicle turret do not register (2 or more multiple shots to the head required to kill mounted gunner)
3.Enemies detect you through geometry without you triggering them with noise or gunfire (Bellow the Pier, behind concrete 10ft below and 10yards away and enemies begin to fire and search for me)
4.Enemy realizes a fellow A.I. is down on the radio pvssyr yet the A.I. does not go into Alert mode nor sends reinforcements.
5.Whilst in cover, Enemy A.I. will throw a grenade at their cover and not over it, resulting in a suicide. (They kill themselves since they cannot throw the grenade over their cover in some instances)
6.Some interior lighting rendering in Gould's Warehouse look like black horizontal bars on the floor from a distance in certain rooms.
7.When taking the elevator up, the sound stutters for the NPCs and the enviroment.
8. NPC ragdolls will sometimes float in mid-air during the gunship fight.
7. Enemies that rappel down during the Boss-Fight will sometimes have no zip-line when they rappel or their animations do not sync properly and they appear to be a few feet off/away from where they should have landed

Procedural Texture Loading bug where textures load correctly when you in close proximity yet they fail the load when you use the visor or a zoomed scope from a distance (Warehouse brick becomes detailed, building exterior electrical wiring appears/loads when you're close to the building, and yet when staring at the same spot from a distance with a visor zoomed or zoomed scope it fails to appear or load)

Ripple effect on water in a tub continues to flow over the tub or appears to be too large for the tub's body of water/effect goes throw the geometry rather than stopping at its ledges.

Gate Keepers level:
Aliens push themselves towards you through certain structural geometry (When your behind particle wood, underneath scaffolding)

The game's film noise (Film Noise Effect) appears to have diagonal noiseless lines through it at random times.

Rendering of step's shadows on stairs while outside appear to form a angled square wherein the shadows are shown with this square yet outside this "rendering shadow square" the steps have no shadows (Bilinear, Trilinear, or some kind of Anisotropic filtering issue?) (Just before "Gould" speaks to you saying "**** they changed the place")

User avatar
emma sweeney
 
Posts: 3396
Joined: Fri Sep 22, 2006 7:02 pm

Post » Wed Nov 05, 2008 10:27 pm

not sure if its just me, but my sounds goes crazy at times while playing. Not just you, I'm plying multiplayer with my son, then out of nowhere The sound fx-( gunshots, ambient etc.) disappear, and the Music goes WAY loud!! lol, was like that till a new match was starting. the sound from my son's was fine... weird
User avatar
Eoh
 
Posts: 3378
Joined: Sun Mar 18, 2007 6:03 pm

Post » Wed Nov 05, 2008 9:52 am

Sometimes in cutscenes the voices cut out.
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Wed Nov 05, 2008 7:25 pm

Xbox 360 1080p
The options need a "Return to Default" setting (If you mess with Sound or Brightness you may forget 45 is Default Brightness and Music is at 70 by default)

Dead Man Walking level:
Delay in Enemy tagging when using the Zoomed visor to Highlight nearby enemies (1-3 second delay in tagging enemies)

Encountered a bug whereby if you fire and zoom at the same time with a Spec-Ops SCARAB (Silencer,Shotgun under-mount, Reflex Sight) your gun will begin to bob up and down even after you cease firing and release the aim button (LT)
Also SCARAB Spec-Op variant has no Single Fire Shot option but only Shotgun Under-Mount or Full-Auto firing options until under-mounted attachment is removed (Can More Firing options be added such as Full-Auto, Single, Burst, and Under-Mounted Weapon?)
Regular C.E.L.L. SCARAB has Single Shot or Full Auto

Enemies will freeze and jitter near ammo crates adjacent to structures such as building pillars

Feline (Silencer, Reflex Sight) shots not registering on Robotic Insects in some instances (Bullets do no damage with a direct hit)
In the church area where you are to light fuses on the ammo caches, enemies will perform "Climb-Over Animations" when there is no obstacle in there path.

Seat of Power level:
Decontamination showers do not have the "Water Running Down your Visor" effect like the showers did in the very first level of the Story.

Robotic Insects slide across the floor side-ways with no animation

Robotic insects have hit-detection issues at close-range with Marshal (Silencer,Reflex Sight from 5 feet away) when aiming. (You have to aim just above them for the shots to register and destroy the insects)

Insect squashing animation seems to be delayed (You step on one, move your boot and a second or two later the insect bursts)

Proximity Alarm does not work (No sound or warning as described in its description)

Instances where walking over a alien corpse "Nano Catalyst" is not immediately collected. (You have to walk over the body multiple times)


Stealth Kill Achievement indicator does not always appear (I only saw "5 out of 25 Stealth Kills" indicator/confirmation appear once and only once)

Procedural Loading issues with a Large water pipe near a light-source/Emergency Light Poll (Pipe appears/disappears as if flickering after it loads in close proximity to your character. Just before you see the Alien Tendril Structures (Before Hargreave mentions "Closest thing to an Alien Planet")

During the battle with the "Heavily Armored Alien", normal aliens will hover/walk over the terrain/geometry (A foot off the ground)

Dark Heart:
In darkened areas with few lights the "Film Noise" effect has small traces of red and blue.

Film Grain has diagonal lines that give the illusion the screen is refreshing from Bottom Right to Top Left

Blue Lighting effects from fm radio flickers between blue hue of lighting to black polygons/no texture surface or lighting

Feline (Silencer, Reflex Sight) has hit-detection issues with Robotic insects (Will not damage) while aiming.

After acquiring "X-43 Mike" some insects spin or jitter in one spot with no obstacles nearby.

When destroying the Spore Conduits, burning debris' smoke will flicker between detailed black smoke to grey smoke at certain times even while you stand still from a distance.

Semper Fi or Die:
"Power Jump" sound effect does not play when holding jump button (A)

Spec Ops AY69(Extended Clip,Reflex Sight) will stop firing after 1/3 of its magazine is emptied. (This machine pistol "jams" and you cannot resume firing even though the clip still has 20+ rounds left to fire)

When walking through knee-high water with "Covert Ops" module on you can hear "Boot Steps"

Severe issues when confronting large groups of aliens where when they melee you, your weapons will cease to fire, melee does not work, and your character begins to slide across the terrain/teleports around. (This occurs after "Hargreave" tells you to "Be more careful with his Billion dollar suit")

Grenades fired from the under-mount of a SCAR have no detonation sound effect when shot at a "Heavily Armored" alien enemy.

Attacking Enemy Ships will disappear except for their weapons when you aim at them or look in their general direction.

Enemy Dropship Pods have no sound effect when crashing near you at times.

After defeating the "Heavy", Enemy Gunship flies around yet the sound is repeating and only isolated to an area above the subway tracks above the Marines.

In certain instances, you cannot pick-up JAWs even though the ammo is at 1/1 and it will display ammo full

Corporate Collapse:
On the SCAR "Gauss Attachment" there is a texture bug with a green mesh that flickers on the bottom of the attachment

After blowing through the garage and swimming through, a loud sound plays but is cut off (Metal bending, Building Collapsing?)

Detached HMG turret will fall through elevator Geometry/Floor when dropped to push the elevator switch

The animation where you type on the keyboard to reboot the elevator system stutters (Your arm may disappear)

Train to Catch:
Turret detachment animation will pause with the gun already in your hands, then resume with the normal turret being yanked animation.

While in the burning building and search for survivors, if you run with the HMG in you hands it will bob up and down obscuring your view and the end of the gun is not visible/dissappears and you can see through it.

Near a group of bodies where a UV portable light is shining, some books and debris have textures that appear and disappear rapidly on the floor.

Upon exiting the burning building, power jumping has no sound again.

In the HazMat tent some metal flooring textures flicker

Unsafe Haven:
Some street spotlights (Bright Light) flicker/turn off when you approach the light it casts on the asphalt. They also do not cast shadows on any NPC, You, or object in its lighting.

Terminus:
When you enter the area where the Ceph attack and you use a mounted HMG on the Ceph, exiting the turret (get off/let go) is unresponsive for a few seconds then lets you step away from the mounted gun.

Where the 1st "Heavy" crashes through the roof, walking near its crash area, you may become stuck/pulled by an unseen obstacle (Next to nearby crates) This occurred when attempting the get the "Heavy's" Nano Catalyst.

Item tagging has a delay or does not mark on certain weapons

Some JAWs on the floor during the "Pinger" fight cannot be picked up. (Also, used JAWs show up as ammo on the visor even though the weapons are used and disposable) The used JAWs on the ground are a neat touch but they still appear on the Visor as if you can re-stock yet you can't

Instances where a JAW is fired yet no missile comes out/no damage to "Pinger"

Eye of the Storm:
Some enemies drop dead without being shot (Saw one enemy drop weapons in the tower at the start of the mission) Heard another yell in the distance

Masks Off:
Enemies going through geometry

Blood Texture Decals on Throw-able objects hover/appear past the edges of an object (Cargo Cases/Crates)

Enemy Laser Sights can be seen through Walls/Geometry

Enemies die randomly without being shot (Their deaths can be heard in the distance)

When the Ceph break through the roof after using the syringe, you cannot fire your weapon. (When Checkpoint reloaded after the Ceph killed me, weapons were usable again)

On the Bridge (After the Voice mentions 3 minutes until Prism detonation) Aliens appear/disappear/flicker when you get to the upper bridge section (Heavies start to appear yet Alien soldiers pop-in or disappear into thin-air)

Out of the Ashes:
Lighting issues inside the elevators of the 1st building you enter after the Ceph attack (Elevator to the Left of a Ammo resupply crate and a nearby corpse of a infected civilian)

When the alien structure rises from Central Park, is there supposed to be a sound it makes like an Earthquake or rubble moving?

When fighting the "Cloaking Ceph" near the Lith-Structure, using Cloak Tracker on these Ceph results in the "Fog" in the trenches to Distort (Turns black or creates strange polygonal distortions behind the Ceph)
This area was in a trench at 63.7m away from the Lith-Structure and also there are some textures flickering in that trenched area on the rocks.
User avatar
Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am


Return to Crysis